| GMEuan |
The remaining souleater (red was taken out by Elen) is crushed by the combined might of the party bearing down on one poor soul.
It is snuffed out, and the room grows quiet once again. You hear the creaks of a large old house, but subdued by solid construction, and nothing more.
Kamari (-25hp, -3 wis dam)
Elen (-16hp)
Major Kort
Muri (-30hp)
Edelmira
Mama D
Ohalia (-16hp)
• We are out of initiative.
| Major K'Aldrian Kort 1ATD, Ret. |
Kort keeps his crossbow leveled at the door in case more guests show up, but then slowly relaxes. He’s still not sure where or why they are where they are, but he agrees with The Night Swan’s interpretation.
”Okay, let’s get healed up. Not sure we won’t have more surprises waiting for us here, and we should be careful. I don’t know what happened with the ritual. I think it was right. I do.”
Is there a check that Kort could make to determine where they are? Are there windows to look out? Stars, maybe? A ‘you-are-here’ map?
Oh ninja edit:
1d4 ⇒ 4 Lesser restoration (wis)
Not sure Kort can fix all that is wrong with Kamari, but he can try to help.
| Mallë-o i Otos Elen |
CLW: 3d8 + 3 ⇒ (4, 5, 7) + 3 = 19
”Wait -- the construct was looking out the window – do you think it was watching for a mail carrier? Look - the door and the mail slot match what we saw in the weird vision. Maybe we’re just here to intercept the delivered letter.”
Hits: 84/84
Current AC: 30 +2 Ring,+2 Amulet, +4 Mage Armor
Current Saves: Fort: +12; Ref +11; Will: +8, +10 if Enchant (Elf) (+2 cloak)
Current AC: 30 [ooc] +2 Amulet, +4 Mage Armor]
(Normal) AC: 22 (Bare naked save for Mask and Dodge)
flat: 18 (ring +2, nat armor +1, mage armor +4)
touch: 24 (ring +2, Dex +5, Cha +6, Dodge +1)
CMD = 30
WandofMageArmorCharges = 29/50
Wand of CLW: 22/50
Resolve = 8/8
Challenge = 5/5
Hero Pts: 3/3
| GMEuan |
Looking outside, Kort finds no handy mall-map. The party sees a sun, which looks ‘normal’ for some definition of normal. Something’s odd about it, but you can’t quite put your finger on it. Beyond the tall hedges you see the roofs of fine buildings like this one - generally large with extremely well tended trees (sculpted really - they almost looks like a bunch of huge bonsai trees) and precise landscaping (what you can see anyway). Strangely, the buildings aren’t in a comfortable muddle as in most communities. Instead they’re in neat, planned rows.
In the room you’re in, now that you’re not fighting, you see an artfully framed display with a sign that reads, Wands from the Mortal World, with four magic wands within. Each are listed and described with a sentence on what it does.
Wand cure moderate (22 chgs)
Wand enshroud thoughts (21 chgs)
Wand know direction (38 chgs)
Wand protection from energy (5 chgs)
The glass case is unlocked. Do you take the wands?
Also, as a reminder, the doors in the hall, with the mail slot, remind you of your visions most pointedly as Elen points out.
| Muri Daybreaker |
CLW: 7d8 + 7 ⇒ (3, 4, 1, 2, 7, 2, 3) + 7 = 29
Muri is too busy healing himself to approach the case of wands. He looks in Kort's direction, figuring that the older man will do what he does best.
Mostly healed, Muri spurs Underfoot into the main hallway, before crossing said hallway and opening the doors on the other side. He waits if others are held up examining the first room, but he's also interested in catching other house occupants off guard, instead of being caught off guard himself.
| Kamari |
As this place has shown nothing but hostility towards the party, Kamari steps up to the wands and looks around carefully for traps. She'll also ask the Major to take a look before she takes them.
perception: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Assuming she hasn't triggered anything, then she'll join Muri in continuing their exploration.
| Major K'Aldrian Kort 1ATD, Ret. |
Kort does not (yet) take the wands, but may reconsider after further exploration. He would know where they are first, and who owns the manor before deciding that.
He will follow Kamari and Muri.
| The Night Swan |
The Night Swan also leaves the wands for now, mostly as she does not want to potentially raise the ire of whoever runs this place. She follows along with the others as they keep eyes out for traps. ”No reason to specify that the wands are from the ‘mortal world’ unless we are not there. While I suppose it could be the doing of some whimsical noble, that seems more unlikely given the array of odd occurrences.”
Any way that we could confirm whether we are on Golarion or not?
| GMEuan |
Kamari helps herself to the wands in the case, some of which look very old indeed - but apparently their magics are holding them together.
Muri opens the door to an expansive dining/meeting room. An enormous and beautiful rectangular table with legs carved like rearing lions stands in the middle of the room. The walls bear delicate painted designs of blue, green, and gold. A glass-fronted cabinet contains numerous elegant plates and goblets.
Unfortunately, most of the tableware has been broken, and recently too from the look of the scattered pieces. Perhaps some of the souleaters were in here causing mischief? Either way, there is no longer anything here of value. Except the furniture which is quite impressive but hard to shift.
I don’t think there’s currently any way the party can confirm where you are. The stars tonight, an attempted Sending to see if it fails (though it doesn’t always across planes), going out and talking to people (might be risky). Poking around and trying to get your bearings seems a good approach. There may be clues.
Elen ponders the why. Why are you here?
| Mallë-o i Otos Elen |
Elen stays in the hallway to cover the backs of her companions, guarding them and the mail slot. She shows no real interest in the wands.
”This down is super perfect, it feels like someone’s fantasy. This house… can’t be a house. Is someone working hard just to make us feel comfortable? To protect us?’
Perception: 1d20 + 16 ⇒ (5) + 16 = 21 Any folded up pieces of parchment sealed with wax imprinted with a watchful eye?
If not...
”Something has to happen I think before the letter can get delivered through the slot…?”
KnowReligion: 1d20 + 9 ⇒ (20) + 9 = 29 ”Why would a skeleton drink liquid out of a mug? Are we supposed to find the kitchen?”
Hits: 84/84
Current AC: 30 +2 Ring,+2 Amulet, +4 Mage Armor
Current Saves: Fort: +12; Ref +11; Will: +8, +10 if Enchant (Elf) (+2 cloak)
Current AC: 30 [ooc] +2 Amulet, +4 Mage Armor]
(Normal) AC: 22 (Bare naked save for Mask and Dodge)
flat: 18 (ring +2, nat armor +1, mage armor +4)
touch: 24 (ring +2, Dex +5, Cha +6, Dodge +1)
CMD = 30
WandofMageArmorCharges = 29/50
Wand of CLW: 22/50
Resolve = 8/8
Challenge = 5/5
Hero Pts: 3/3
| Major K'Aldrian Kort 1ATD, Ret. |
"Hmmmm." Kort grunts stiffly as he looks around. "Let's look around a bit more. There is a puzzle here and I'm not yet sure we have all the pieces. The letter delivery idea is interesting, but not sure it's what we want yet."
Kort moves to the next door and awaits good squad back up before opening.
| Muri Daybreaker |
"This down is super perfect, it feels like someone’s fantasy. This house… can’t be a house. Is someone working hard just to make us feel comfortable? To protect us?"
"I don't think so. If I want to make the sheep feel comfortable, I don't put wolves inside the pen with them." Muri points back in the direction of golem and soul eaters.
When Kort looks fit to try another door, Muri makes sure to be close by, in case they find more wolves.
| Mallë-o i Otos Elen |
Elen replies to Muri, "Oh, I really don't know the nature of this place. The voice in the darkness that we heard said they did not know how we got here but that our being here would only attract harm. I think the pesky soul eaters and constructs are just a by-product of our presense."
"As you know, the vision went pretty wonky after that. But I think the letter is something we're supposed to deliver. Maybe it's part of the trial? Maybe as we solve more of the puzzle we'll get more clues."
| GMEuan |
Elen’s thoughts immediately go to a lich drinking the potion that makes them a lich. It’s unlikely in this case, but she can think of no other connection at the moment. Perhaps something will become clearer with time. She sees no letter or mail of any kind in the foyer.
None of the next three chambers is a cell, but they are unusual. The next room is a rather excellently appointed kitchen. Though it gleams, it’s clear it hasn’t seen use in a long time, maybe even years. Then there’s a toilet - same, clean but unused. Finally the bedroom whose door was open - same, clean and unused. They look like guest beds.
All three chambers are tousled as if searched, and recently too (in the last few days). Once again, the furnishings are very fine, but nothing else of particular value is found. Whoever lived here, if anyone, left little behind to show their personality. Spartan and organized.
There is only the staircase remaining, which ends in a door at the top landing - presumably a second floor or attic.
| GMEuan |
No one spots the well hidden magical trap at the top of the stairs, and poor Kamari walks right into it.
A rain of writhing maggots fall upon her from an empty space near the ceiling. These worms hungrily chew Kamari's flesh and wriggle into her ears, mouth, and nostrils. Very unlike the clean orderly home!
Reflex DC 22 to avoid the worst of them before the maggots screech and explode into poisonous gas!
Fail the Reflex and take damage: 5d6 ⇒ (2, 6, 5, 1, 3) = 17 damage from the maggots. Further, Fort DC 22 (poison) or 1 wis damage and you are confused by the gas. If you make the reflex, the Fort save is DC 20 and blocked by things like life bubble. The gas dissipates quickly though the poison, if it is in Kamari’s system, lingers a bit. Feel free to save until you get two in a row.
| Kamari |
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Kamari flattens herself against the wall as things rain down. She avoids all of the worms and imagines how bad it would have been if they had hungrily chewed her flesh and wriggled into her ears, mouth, and nostrils. She thinks herself safe until they begin to pop.
Given her dubious history with overcoming poisons, she'll trigger the green gem in Koriana's blade for protection from poison.
"Look out below!"
Reflex save + heroism: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Evasion for no damage.
| GMEuan |
No half damage even without evasion, and nice use of the blade! Kamari shrugs off the trap in many ways like it wasn't there.
The gas dissipates quickly after the tiny screams of the popping worms - louder than you'd have thought.
Kamari also notes that the door is locked when she (eventually) tries it.
| Major K'Aldrian Kort 1ATD, Ret. |
”That was quick movement there, Kamari. I moved like that once upon a time,” Kort will move up to handle the lock as needed, kneeling down on achy knees as he pulls out his tools.
1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38 Perception - traps
1d20 + 26 + 2 ⇒ (17) + 26 + 2 = 45 Disable Device
| GMEuan |
Major Kort, with his sharpened senses, does not find a trap, but he does hear casting on the other side of the door! He quickly unlocks it, though it was harder than it should have been.
- - -
I have positioned folks on the map, more or less. The door is directly in front of Major Kort.
- Round 1 -
Edelmira - 22
Elen - 19
Muri - 14
Kamari - 13+
Mama D - 13-
Good Folks - 10
Major Kort - 7
Elen: 1d20 + 5 ⇒ (14) + 5 = 19
Kamari: 1d20 + 6 ⇒ (7) + 6 = 13
Major Kort: 1d20 + 2 ⇒ (5) + 2 = 7
Mama D: 1d20 + 0 ⇒ (13) + 0 = 13
Muri: 1d20 + 3 ⇒ (11) + 3 = 14
Good Folk: 1d20 + 8 ⇒ (2) + 8 = 10
• First up, everyone but the good Major. Please wait for Major Kort to say something as no one else heard the spellcasting, but the Major can talk out of turn so you might learn of it.
| Mallë-o i Otos Elen |
Elen winces as the maggot trap is sprung. The screaming bothers her more than anything else and she is glad when Kamari emerges unscathed.
"Yeah, this place looks very nice, but it's got a problem. Are we corrupting it by being here?"
”I fear we might be endangering someone else because we don’t belong and other things notice that we don’t belong…”
””Spellcasting! I hear it!”Muri wrote:"More wolves."
”Nah, that could be anything, even the thing creating this façade.”
Elen stays put.
| Mama D |
”Spellcasting! I hear it!” Kort says, too stunned to react to anything just yet.
”What sort of casting?”Mama D moves to keep Kort in sight and herself within earshot, her hands arched in preparation to counter any casting that would harm her friends.
caster level check for dispel magic: 1d20 + 12 ⇒ (13) + 12 = 25
“Be careful, My Good Major, there may be more,” As Kort seems to have the door opened, she holds her spell in case it is needed in the near future.
readied action to cast dispel magic against any combative spell cast at her companions
| GMEuan |
Edelmira does something heroic. Elen stays put as Muri holds back and Kamari falls back - flying. Mama D prepares a counter spell, but it doesn’t yet happen.
The Major hears further spell casting. Someone is preparing, and they’ve stepped back from the door making it harder to hear them.
- Round 1 -
Major Kort - 7
- Round 2 -
Edelmira - 22
Elen - 19
Muri - 14
Kamari - 13+
Mama D - 13-
Good Folks - 10
• Next up - everyone and Edelmira twice.
| Major K'Aldrian Kort 1ATD, Ret. |
Round 1
"There is a lot of spellcasting. A lot."
Kast opens the door then moves 20' down the stairs to make room for the goon squad to squash and thrash like a good goon might.
| GMEuan |
The door refuses to open, though it is unlocked.
"A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell."
- - -
| Major K'Aldrian Kort 1ATD, Ret. |
Kort shrugs, happy to go back to try to open the door again, and he explains that maybe the party is better off waiting 20 minutes then trying again. Whomever is up there might have minute per level spells that could run out.
"I think we wait," he says stiffly. "I wonder how comfy these couches are."
| Kamari |
Wait? But that's not what we usually do. And, my boots will stop flying.
Kamari begrudgingly accepts the old Major's wisdom as she keeps an eye on the windows and doors. She doesn't recall another staircase, but that doesn't mean there isn't a secret passageway or that the things upstairs won't just fly down, or...
| The Night Swan |
The Night Swan just stares for a moment, then erupts in laughter. The effect with her mask is particularly unsettling. ”I am with the Major. Let them waste their spells.” She stows her halberd and draws a book. ”I have this book of puzzles I have bern meaning to try, Major. Would you like to try a few?”
| Major K'Aldrian Kort 1ATD, Ret. |
”I have this book of puzzles I have bern meaning to try, Major. Would you like to try a few?”
"Puzzles, you say?" Kort warms up considerably, and with much less stiffness. "That might do. That might do nicely while we wait. Are you sure you don't mind?"
He will try to help work on a puzzle.
What a delight!
1d20 + 7 ⇒ (12) + 7 = 19 Int check With an aid, we could get one done in 40 minutes.
| Muri Daybreaker |
Round 2, Init 14
Muri
AC = 25
HP = 54/84
Weapon Equipped = Good Bow
Condition(s) = None
Underfoot
AC = 29
HP = 99/99
Weapon Equipped = Teef
Condition(s) = None
"That's it, Madame Lotheed! We have something up there that wants us to stay out, give it time to keep casting spells, and you may give us the jump!!"
Muri will wait only long enough for Kamari to fly up and in, should the door pop open from their own magic weaver's maneuver.
| GMEuan |
Major Kort withdraws down the stairs, seemingly unable to open the door. Edelmira laughingly joins in, offering a box of puzzles. Elen watches the door, which does not open. Muri makes ready for a rush. Kamari keeps her eyes open, but doesn’t see anything new. Mama D steps up and dispels some magics upon the door - success!
The door does not open on its own, an whoever, or whatever, is on the other side of it doesn’t open it either (move action to open at this point).
- Round 1 -
Major Kort - 7
- Round 2 -
Edelmira - 22
Elen - 19
Muri - 14
Kamari - 13+
Mama D - 13-
Good Folks - 10
• Next up - everyone.